Edugaming: Attempts To Make Education Interesting

Education is the most important aspect, as it comprises of the building blocks of our life. Today, as we are on the threshold of the 21st century and technology has overpowered every sector, education too, has not been left untouched. Different methods are being used in order to replace those conventional ways of teaching and learning. All geographical barriers have been abolished with the use of computer and internet. Learning is possible in any part of the world today. Taking this idea forward, the sector of edugaming is gaining a lot of momentum and this sector is helping children go out of the box. No longer is education confined only to classroom learning, apps developed by startups like Eduisfun are helping children improve their academic grades and learn things in detail through gaming.

These games are available on Google Play store for secondary students. Knowledge Kombat & Snailrush (a trivia game) are games revolving around Physics, Chemistry, and Mathematics. Co-founders Praveen Tyagi & Jatin Solanki, IIT-IIM Alumnus embarked upon this venture together to make learning interesting and provide an enriching experience to students through games.

Why edugaming is necessary?

Today’s tech-savvy generation wants everything at its fingertips. They spend a colossal amount of time in playing games and are always glued to one or the other screen. In order to motivate them to learn, it’s important to please them with something that they like and only then, they will engage themselves. It’s important to understand the psychology of a child and to observe their behavior patterns only then we will understand that children have always loved playing games and if they are taught using something they love (take into account Pavlov’s experiment) the stimulus-response relation would be established which would result in learning.

Market Scenario & Competition

The edugaming sector being in its initial stage provides ample opportunities to grow and invest. As digitalization is the watchword of our times, a bright future for this sector can be anticipated. Different games have come up in the market targeting students of different age groups and trying to engage them in learning. Hence, a healthy competition is anticipated in this sector, providing users abundant opportunities to learn.

Fred Donaldson says ‘Children learn as they play. Most importantly, in play, children learn how to play’. As play is claimed to be the highest form of research, so, such startups would definitely leave a mark in the market.

What do you think about this new way of learning for kids? Please add your comments below.
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